Method and system for dynamically leveling game play in electronic gaming environments

ABSTRACT

Methods and systems for automatically determining game content based upon dynamically adjusted individual skill levels are provided. Example embodiments provide an Electronic Gaming Engine (“EGE”), which includes a Dynamic Challenge Level Adjuster for supporting multi-player, individualized skill-based games. In one embodiment, the EGE comprises game flow logic; game content models, for example, question and answer (“Q&amp;A”) challenge models; a Dynamic Challenge Level Adjuster; one or more scoring modules; challenge data; participant data; and an input/output interface. These components cooperate to determine and assign skill level indexes on an individual basis and to automatically present game content appropriate to each individual player&#39;s skill level.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to methods and systems for providing forcompetitive game play between players having different skillcharacteristics and, in particular, to methods and systems fordynamically adjusting game aspects to account for varied skill levels ofmultiple players while playing electronic based games.

2. Background Information

To date, the ability for players of different skills or age levels tosimultaneously and competitively play a single game that is perceived asfair to all players is limited. This is especially true of question andanswer based games, trivia games, or other games that typically requireknowledge that is often related to factors such as age and experience.Often, if a game is played at the child's level, the adult gets bored.Similarly, if the game is played at the adult's level, the child getsfrustrated.

Some attempts have been made to solve these problems in board gameenvironments. For example, some games have sought to provide age orskill appropriate questions on cards (multiple questions per card) andeach player is responsible for choosing the level at which the playerwishes to answer the question.

In some electronic game environments that involve competition betweenmultiple players (typically games requiring motor skill and dexterity),skill level is typically determined at the outset of the game andeffects all players of the game. Thus, for example, one of the playerscan choose to play an “easy” version of a car racing game or moredifficult version, etc. To change the skill-based level of play, thegame typically requires restarting at a new skill level.

BRIEF SUMMARY OF THE INVENTION

Embodiments of the present invention provide enhanced computer- andnetwork-based methods and systems for automatically and dynamicallyproviding skill-based game content on an individualized basis yetpreserving competition between game participants, all within theconfines of a single game. Different participants can simultaneously andcompetitively play the same game at each participant's individual skilllevel in a manner that is most comfortable to the participant. Exampleembodiments provide a Dynamic Challenge Level Adjuster (“DCLA” or “LevelAdjuster”) for carrying out the techniques for automatically determininggame content based upon dynamically adjusted individual skill levels. Inone embodiment, the Level Adjuster is included as part of an ElectronicGaming Engine (“EGE”), which provides a runtime environment forelectronic games. The DCLA determines an initial skill level index foreach participant, either receiving an indication of a skill level fromthe participant or determining one automatically, for example based uponqueries or sample challenges. When automatic adjustment of skill levelsis enabled, the DCLA adjusts a skill level index of a participant as thegame progresses, for example, based upon the correctness of a responseto a prior challenge. When appropriate, the DCLA determines acorresponding challenge level based upon the current skill level indexof a participant, and uses the determined challenge level (or the skilllevel index) to automatically select a next challenge to be presented tothe participant.

In one example embodiment, the Electronic Gaming Engine comprises one ormore functional components/modules that work together to provide gameflow, game content, dynamic adjustment of skill and/or challenge level,scoring, and other capabilities. One skilled in the art will recognizethat these components may be implemented in software or hardware or acombination of both. The example EGE illustrates how a level adjustermay be integrated into an electronic game environment or engine. Forexample, an Electronic Gaming Engine may comprise game flow logic; gamecontent models, for example, challenge models; a dynamic challenge leveladjuster; one or more scoring modules; challenge data; participant data;and an input/output interface.

According to one approach, a method is provided to, for each turn ofeach participant, automatically select a next challenge based upon thecurrent skill level index of a current participant; present the selectedchallenge and receive a response; and dynamically adjust the currentskill level index of the current participant based upon the receivedresponse, so that the adjusted skill level index will be used the nexttime that participant's turn arises. The adjustment of skill level maytake place at other times, such as periodically, before challenges arepresented, or at other times. The adjustment may take the form of anincrease or a decrease, and may be associated with the correctness of aresponse to the presented challenge.

An initial value for the skill level index may be indicated by aselection of skill level by a participant or automatically by a game.According to one approach, the game presents queries to the participantrelated to age, knowledge, or experience. According to another approach,the game presents sample challenges that are indicative of particularskill levels and then chooses a level based upon the participant'sresponses.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of components an example Electronic GamingEngine including a Dynamic Challenge Level Adjuster.

FIG. 2 is an example flow diagram of an overview of example game flowprovided by an Electronic Gaming Engine.

FIG. 3 is an example flow diagram of a routine for determining aninitial skill level indexes for game participants.

FIG. 4 is an example flow diagram of a routine for automaticallydetermining an initial skill level index for a game participant.

FIG. 5 is an example flow diagram for dynamically adjusting the skilllevel index of a game participant.

FIG. 6 is an example block diagram of a general purpose computer systemfor practicing embodiments of an Electronic Gaming Engine including aDynamic Challenge Level Adjuster.

FIG. 7 is an example block diagram of a DVD system for practicingembodiments of an Electronic Game environment including a DynamicChallenge Level Adjuster.

FIG. 8 is an example block diagram of the dynamic adjustment of a skilllevel index for a participant based upon the participant's responses togame challenges over time in an example DVD-based game.

DETAILED DESCRIPTION OF THE INVENTION

Embodiments of the present invention provide enhanced computer- andnetwork-based methods and systems for automatically and dynamicallyproviding skill-based game content on an individualized basis yetpreserving competition between game participants within the confines ofa single game. The encompassed techniques “level the playing field”between the participants, thus enhancing the overall competitiveenvironment provided by the game. In this way, different participantscan simultaneously and competitively play the same game at eachparticipant's individual skill level in a manner that is mostcomfortable to the participant. For example, an adult can compete with ayoung child in a trivia-based contest and both experience a constructivelevel of challenge while playing each other.

Example embodiments provide a Dynamic Challenge Level Adjuster (“DCLA”or “Level Adjuster”) for carrying out the techniques for adjusting gameplay content. In one embodiment, the DCLA is included as part of anElectronic Gaming Engine (“EGE”), which provides a runtime environmentfor electronic games. The EGE provides the basic components needed tointegrate different types of challenges, for example, multiple-choicequestion and answer challenges, into an electronic game. Games that arecreated using the EGE therefore automatically provide multi-playerskills-based game play based upon an individual's skill level. Oneskilled in the art will recognize, however, that a DCLA can beintegrated into games other than those created using an EGE and intoother game environments and gaming engines.

The term “skill level” refers to some measure of skill of a participant.It may be a measure of various age criteria, experience criteria, orknowledge criteria, etc. A “skill level index” or “handicap index” issome indication of a participant's skill level. In some embodiments, itmay be treated as disadvantaging the more skilled players; in otherembodiments, it may be treated as advantaging the less skilled players.

The term “challenge level” refers to the level of the challenges (gamecontent) presented by the game, and, depending upon the particularimplementation, may or may not map directly to participants' skilllevels. For example, challenges may be grouped into different levels,yet each challenge level may map to a range of skill levels. Each gameprovides logic regarding how a participant is moved between skill levelsand, potentially, between challenge levels. In one embodiment of aDVD-based game called TimeTroopers™, three challenge levels, “cadet,”“captain,” and “commander,” are mapped to ranges of skill levels (from0-14). In that game, as each challenge is answered, the participant'sskill level increases for correct answers and decreases for incorrectanswers. When the participant's skill level crosses a challenge level“boundary” (for example moves from skill level 4 to skill level 5),challenges from the group of challenges associated with the next harderchallenge level are presented by the game. One skilled in the art willrecognize that many different variations of mapping skill levels tochallenge levels can be created and many different logic paths for howmovement between skill levels and between challenge levels isaccomplished. It is contemplated that the techniques of the presentinvention can be incorporated into any such scheme.

A participant's initial skill level (hence a skill level index) caneither be manually chosen by the participant or automatically determinedat the game outset by the game logic. To automatically determine aninitial skill level for a participant, the game may query theparticipant for specific information, such as age, year in school orgrade level, travel history, etc., or may present sample challenges tothe participant that are indicative of various skill levels. Once set, aparticipant's skill level index either remains constant (static) for theremainder of the game, or is dynamically modified while the game isprogressing based upon the participant's responses to game challenges(or some other metric). In either case, the skill level index is used toautomatically determine the next game challenge for that participant.For example, in a question and answer trivia-based game, a participant'sskill level index is used by the game to select a next question for thatparticipant.

FIG. 1 is a block diagram of components an example Electronic GamingEngine including a Dynamic Challenge Level Adjuster. In one exampleembodiment, the Electronic Gaming Engine comprises one or morefunctional components/modules that work together to provide game flow,game content, dynamic adjustment of skill and/or challenge level,scoring, and other capabilities. One skilled in the art will recognizethat these components may be implemented in software or hardware or acombination of both. The example EGE illustrates how a DCLA may beintegrated into an electronic game environment or game engine. In FIG.1, an Electronic Gaming Engine comprises game flow logic 101; gamecontent models, for example, question and answer (“Q&A”) challengemodels 102; a dynamic challenge level adjuster (“DCLA”) 103; one or morescoring modules 104; challenge data 105; participant (player) data 106;and an input/output interface 107. The game flow logic 101 provides theflow of the game, from participant to participant, from round to round.It selects appropriate game content using the challenge models 102, thechallenge data 105, and the participant data 106; presents the selectedcontent via interface 107; invokes the DCLA to adjust the skill levelfor a current participant; and scores the participant's responses usingscoring module(s) 104, storing the new scores in participant data 106and advancing or retreating the participant as indicated on ascoreboard.

In one embodiment of the EGE, the scoreboard is an electronicscoreboard, such as that described in U.S. Provisional Application No.60/577,446, entitled “DVD Game Architecture.” One skilled in the artwill recognize, however, that the EGE can also be used in conjunctionwith an external scoreboard, such as a separate game board or otherphysical object. In that case, the “pieces” representing theparticipants are not moved automatically by the game, but the remainingfunctions are performed electronically by the game. Other variations andcombinations are also possible.

The game content models 102 provide the logic, if any, for the variouscontent provided by the game. In the case of a game that presentschallenges, the challenge models 102 provide specific logic for eachtype of challenge. For example, a true/false challenge may requiredifferent logic than a timed-response multiple-choice challenge that hasmoving answers and detects when a participant selects the correct answerin a different manner than for true/false challenges. The challengemodels 102 retrieve data for challenge presentation from the challengedata 105. The challenge data 105 may be stored in a data repository,such as a database, a file, or other equivalent means for storing data.The challenge data 105 may include any type of visual, audio, or tactilecontent, such as video clips, audio clips, animation, still images,graphics, text, etc.

When the game participants have specified that dynamic adjustment ofskill levels is desirable, the dynamic challenge level adjuster 103receives the result of a challenge and determines an adjustment for theparticipant whose “turn” it is. This adjustment is then typically storedin the participant data 106. The participant data 106 may be stored in adata repository that is the same or separate from the challenge datadata repository 105.

The scoring module 104 also receives the result of the challenge anddetermines a score based upon the result. (More than one scoring modulemay be provided for different types of games.) The new score is thenstored with the participant's data 106. In some embodiments, the DCLAand scoring is combined, although other arrangements are operable.

FIG. 2 is an example flow diagram of an overview of example game flowprovided by an Electronic Gaming Engine. This overview demonstrates howan example DCLA can be integrated into game flow (whether or notgenerated using an EGE). One skilled in the art will recognize that oneor more of the steps shown in FIG. 2 and the techniques described in theremaining figures can be integrated into a variety of games includingquestion and answer games, for example trivia-based games, puzzles,interactive narratives, etc., and that any example games discussed arejust that, examples. In addition, although discussed primarily in termsof games, the techniques discussed herein can be applied to other typesof environments such as testing, training, and for certificationpurposes, educational purposes, or purposes other than entertainment. Inthe following description, numerous specific details are set forth, suchas data formats and code sequences, etc., in order to provide a thoroughunderstanding of the techniques of the methods and systems of thepresent invention. One skilled in the art will recognize, however, thatthe present invention also can be practiced without some of the specificdetails described herein, or with other specific details, such aschanges with respect to the ordering of the code flow. Also, other stepscould be implemented for each routine, and in different orders, and indifferent routines, yet still achieve the functions of the EGE and ofthe DCLA.

In step 201, the game determines the number of participants (gameplayers) and other game parameters, such as whether dynamic skill leveladjustment is to be utilized and whether initial skill levels are to bedetermined automatically. In some scenarios, the participants are notgiven a choice, but instead the game determines the DCLA functionalityprovided. In step 202, the game determines an initial skill level indexfor each participant. Again, this can be performed manually orautomatically by the DCLA. A routine for determining initial skill levelindexes is described with reference to FIG. 3. Eventually, in step 203(other activity may occur in the interim), when game play is initiated,the game continues in step 204, otherwise returns to one or more of thesetup steps, for example, steps 201-202. In step 204, the gamedetermines which participant's turn is next, designates the determinedparticipant as the current participant, and retrieves a correspondingskill level index and score for the current participant. In step 205,the game determines a next challenge for the current participant basedupon the retrieved skill level index. Note that, upon subsequent turnsfor this participant, this index may have been dynamically adjusted bythe DCLA to indicate that challenge content should be selected from adifferent challenge level. In step 206, the game presents the determinedchallenge to the current participant and obtains a response. In step207, (assuming that dynamic skill level adjustment has been enabled),the game invokes the DCLA to adjust the skill level index of the currentparticipant and/or a challenge level associated with that participant. Aroutine for performing these adjustments is described with reference toFIG. 5. In step 208, the game records the score for the currentparticipant and advances the participant on the scoreboard asappropriate. In some embodiments, scoring may be integrated in with theDCLA, such as in games where the DCLA is always operative and automaticskill level adjustment enabled. In step 209, the game determines whetherthe current participant has won the game (dependent on the game logic,for example, because there may be more than one winner or no winner ifthe round is incomplete), and, if so, continues in step 210, otherwisecontinues in step 204 to select start a next participant's turn. In step210, the game handles any “tie” situations if applicable. In step 211,the game presents winner information, and then ends. In some scenarios,the game may return to step 203 to allow the participants to begin a newgame. Also, one skilled in the art will recognize that other anddifferent steps may be provided.

FIG. 3 is an example flow diagram of a routine for determining aninitial skill level indexes for game participants. A designatedauto-selection flag (or other stored parameter value) indicates whetherthe initial determination is to be performed manually or automatically.Steps 301-307 are performed for each participant. Specifically, In step301, the routine determines whether there are any more participants toprocess, and, if so, continues in step 302, else returns. In step 302,the routine sets the current participant to the next participant in thelist starting with the first. In step 303, the routine determineswhether auto-selection has been designated, and, if so, continues instep 305, otherwise continues in step 304. In step 304, the routinepresents an appropriate dialog to the current participant, allowing theparticipant to select a skill/challenge level, and obtains theparticipant's selection. The routine then continues in step 306 if theparticipant is permitted to select a skill level rather than a challengelevel (the game choosing the corresponding challenge level) or in step307 if the participant is permitted to select a challenge level. Noteagain that there may be no distinction in a particular game. In step305, the routine automatically determines the current participant'sinitial skill level index. A routine for performing this automaticdetermination of skill level index is described with reference to FIG.4. In (optional) step 306, the routine maps the returned initial skilllevel index to a challenge level if appropriate to the implementation.In step 307, the routine records the current participant's skill levelindex and/or challenge level, and then returns to step 301 to processthe next participant.

FIG. 4 is an example flow diagram of a routine for automaticallydetermining an initial skill level index for a game participant. Anindication of the current participant is designated as an inputparameter. The resultant skill level index is returned. The stepsillustrated in FIG. 4 are merely exemplary of any number of and type ofqueries that can be asked of a participant to assist in determining anappropriate initial skill level. It is contemplated that questions evenperhaps tailored to the game being played may be presented to gain fromthe designated participant information that would assist the game indetermining an appropriate skill level. One or more of steps 401-404 maybe performed as appropriate to the game. For example, in step 401, theroutine requests and determines the designated participant's age orother experience determining criteria. Specific inquiries involving yearin school (e.g., grade level), countries visited, books read, othergames played, are some of the many examples that could be used by thegame to automatically determine an initial skill level. In step 402,included in some embodiments, the routine selects a set of sample gamecontent (e.g., challenges), potentially even based upon the answersprovided to the questions presented in step 401. In step 403, theroutine presents the selected sample challenges and determines thecorrectness or incorrectness of any responses. In step 404, the routine“rates” the participant according to the answers and responses providedto the previous steps, and assigns a corresponding initial skill levelindex to the participant (stored, for example, in the participantinformation data repository 106 of FIG. 1). The routine then returns.

FIG. 5 is an example flow diagram for dynamically adjusting the skilllevel index of a game participant. This routine is implemented by a DCLAand invoked, for example, in step 207 of FIG. 2. In other embodiments,the skill level index may be adjusted during time periods other thanafter each challenge is responded to. For example, adjustments may bemade on a periodic basis, such as before each challenge, some number ofchallenges, some timed interval, when a participants requests such adetermination etc. The basic steps shown are implemented by a typicalDCLA. The particular adjustments made are dependent upon the actualimplementation in a particular game. In some embodiments, the game willnot allow a participant's skill level index to be lower than theinitially chosen skill level. An example implementation in a DVD-basedgame with dynamic skill level adjustment is described with reference toFIG. 8.

In the example shown in FIG. 5, an indication of the current participantand the participant's response to the most recent presented challengeare designated as input parameters. In step 501, the routine determineswhether the designated response was correct or incorrect. Theimplementation of this step is game dependent and may be handled by thegame flow logic. For example, a register or parameter may be used toindicate this information. If the response was correct, then the routinecontinues in step 503, otherwise continues in step 502. In step 503, theroutines makes an appropriate upwards adjustment of the skill levelindex and stores the value in the participant data as appropriate, andcontinues in step 504. In step 502, the routines makes an appropriatedownwards adjustment of the skill level index and stores the value inthe participant data as appropriate, and continues in step 504. Notethat the upwards and downwards adjustments may be implemented withopposite logic (e.g., correct answers yielding a downward adjustment) asappropriate to the game, or some other set of heuristics for makingadjustments may be used. In addition, adjustments may be made innon-linear increments and/or decrements, and may depend upon the skilllevel indices of other participants. Many variations are possible. Instep 504, the routine determines whether, based upon the newly set skilllevel index, a change to the challenge level is appropriate, and, if so,continues in step 505, otherwise returns. In step 505, the routineindicates the challenge level that corresponds to the designatedparticipant's new skill level index as the challenge level for thedesignated participant, and then returns. Dependent upon theimplementation, setting or determining a challenge level may be inherentin the skill level index (and not implemented as a separate step) if themapping between such is handled by the game flow logic (i.e., the gameflow logic understands that a participant having a skill level index of“n” maps to a challenge level of “x”),

Although the techniques of automatically determining game content basedupon dynamically adjusted individual skill levels and the DCLA aregenerally applicable to any type of electronic game, the phrases “game,”“game content,” “challenge,” “puzzle,” “question,” etc. are usedgenerally to imply any type of scenario that can be presented toparticipants to elicit responses that can be scored or represented by achange on a game board. In addition, one skilled in the art Willrecognize that although the examples described herein often refer to aneducational game, the techniques of the present invention can also beused in other environments that would benefit from dynamic contentadjustment based upon individual skill levels, such as presentingchallenges for certification purposes, testing, etc. In addition, theconcepts and techniques described are applicable to all types ofplatforms that can host or perform such content, including but notlimited to personal computers, networked computer systems, computersystems, DVD or DVD-like platforms, handheld gaming consoles, personaldigital assistants, etc. Essentially, the concepts and techniquesdescribed are applicable to any platform capable of executing thescenarios described herein.

Also, although certain terms are used primarily herein, one skilled inthe art will recognize that other terms could be used interchangeably toyield equivalent embodiments and examples. For example, it is well-knownthat equivalent terms in the multimedia and gaming fields and in othersimilar fields could be substituted for such terms as “player,”“participant,” “scoreboard,” “audio,” “video,” etc. Also, the phrase “topresent” (and its variations) are used to convey an operationappropriate to the content being presented. For example, when audio ispresented it is generally played (to be heard), althoughaccessibility-friendly systems may provide other means for presentingaudio. Similarly, when video is presented it is generally displayed,although in some system Braille may be used, or an audio interface usedto describe the video. In addition, terms may have alternate spellingswhich may or may not be explicitly mentioned, and one skilled in the artwill recognize that all such variations of terms are intended to beincluded.

Example embodiments described herein provide applications, tools, datastructures and other support to implement a DCLA to be used fordynamically adjusting game content based upon individual skill levels.FIG. 6 is an example block diagram of a general purpose computer systemfor practicing embodiments of an Electronic Gaming Engine including aDynamic Challenge Level Adjuster. One skilled in the art will understandhow to apply the embodiment described herein to other electronicplatforms. Typically, such platforms incorporate a memory medium of somenature that is used to hold instructions to cause the game or gameengine to be performed. Each portion that comprises the ElectronicGaming Engine (“EGE”) executes on one or more of such computer systems.Moreover, the general purpose computer system 600 may comprise one ormore server and/or client and/or peer computing systems and may spandistributed locations. In addition, each block shown may represent oneor more such blocks as appropriate to a specific embodiment or may becombined with other blocks. Also, the various blocks of the EGE 610 mayphysically reside on one or more machines, which use standardinterprocess communication mechanisms to communicate with each other.

In the embodiment shown, computer system 600 comprises a computer memory(“memory”) 601, a display 602, a Central Processing Unit (“CPU”) 603,Input/Output devices 604, and network devices 605. The components of theElectronic Gaming Engine 610 are shown residing in memory 601. (Thememory 601 includes any type of computer memory including RAM, ROM,DVDs, CDs, and persistent storage such as disk drives.) The componentsof the EGE 610 preferably execute on CPU 603 and perform electronic gameprocessing, as described in previous figures. Other downloaded code 630and potentially other data repositories, such as repository 620, alsoreside in the memory 601, and preferably execute on one or more CPU's603. In a typical embodiment, the EGE 610 includes game flow logic 611,game content (challenge) models 612, Dynamic Challenge Level Adjuster(“DCLA”) 613, scoring module(s) 614, challenge data 615, participantdata 616, and a game input/output interface 617. One skilled in the artwill recognize that many different arrangements of the components of theEGE 610 are possible.

The components of the EGE may be implemented in hardware, software, orsome combination of both, using standard well-known techniques,programming languages, hardware, etc. One skilled in the art willrecognize that various object-oriented and distributed methodologies maybe used. However, any of the EGE components 611-617 may be implementedusing more monolithic programming techniques as well. In addition,programming interfaces to the data stored in the challenge data(content) data repository 615, the participant information datarepository 616, or the functions of the DCLA 613 can be made availableby standard means such as through C, C++, C#, and Java API and throughscripting or tag-based languages such as JavaScript or XML, or throughweb servers supporting such. The data repositories 615 and 616 that areused to store challenge and participant information are preferablyimplemented for scalability reasons as one or more databases rather thanas a text files. However, any method for storing such information may beused. In addition, the DCLA 613 may be implemented as stored procedures,or methods attached to stored “objects,” although other techniques areequally effective.

One skilled in the art will recognize that the EGE including the EGE 610may be implemented in a distributed environment that is comprised ofmultiple, even heterogeneous, computer systems and networks. Forexample, in one embodiment, the game flow logic 611, the challengemodels 612, the DCLA 613, the scoring module(s) 614, and the datarepositories 615 and 616 are all located in physically differentcomputer systems. In another embodiment, various components of the EGE610 are hosted each on a separate server machine and may be remotelylocated from the challenge data 615 and participant data 616. Differentconfigurations and locations of programs and data are contemplated foruse with techniques of the present invention. In example embodiments,these components may execute concurrently and asynchronously; thus thecomponents may communicate using well-known message passing techniques.One skilled in the art will recognize that equivalent synchronousembodiments are also supported by an EGE implementation. Also, othersteps could be implemented for each routine, and in different orders,and in different routines, yet still achieve the functions of a EGE andof a DCLA.

One particular embodiment of the DCLA has been implemented in a DVDplatform and is described in detail in U.S. Provisional Application No.60/577,446, entitled “DVD Game Architecture.” FIG. 7 is an example blockdiagram of a DVD system for practicing embodiments of an Electronic Gameenvironment including a Dynamic Challenge Level Adjuster. The DVD system700 comprises a DVD player 701 connected directly or indirectly to adisplay device 702. In some embodiments, the DVD player 701 may beoptionally controlled by a remote control device 704 or by controlsresident or otherwise associated with the DVD player 701. A DVD game,which implements the EGE abstractions, along with instructions forcontrolling the DVD player to present content and to navigate to othercontent, are stored on a DVD 703 and played on DVD player 701.

As described in FIG. 5, the precise logic of any embodiment of a DynamicChallenge Level Adjuster is dependent upon the game flow logic withinwhich it is executed. FIG. 8 is an example block diagram of the dynamicadjustment of a skill level index for a participant based upon theparticipant's responses to game challenges over time in an exampleDVD-based game. This adjustment is available when the dynamic skilllevel adjustment has been enabled. Note that in the DVD platform,participant (and other information) is stored in general registers;there is very limited memory capacity.

FIG. 8 shows an abstraction of the skill levels available along acontinuum 801-803. As implemented in one embodiment, the skill levelsrange from 0-14, which correspond to three possible groupings ofchallenge levels: easy, medium, and hard. As shown, skill levels 0-4 aremapped to easy challenges; skill levels 5-9 are mapped to mediumchallenges; and skill levels 10-14 are mapped to hard challenges. Thiscontinuum can be represented in 4 bits of memory and thus a 4-bit valueis stored in the general registers for each participant to indicate theparticipant's current skill level. Note that these mappings and thenumber of skill levels are modifiable, and that more skill levels arepossible based upon what memory tradeoffs are desired. For example, toimplement a “hidden” super-easy challenge level, less than 5 skilllevels need to be mapped to the other three challenge levels if it isdesired to still represent the entire skill level continuum in 4 bits.Alternatively, more bits can be used to represent the continuum thusenabling the same or more skill levels to be mapped to these challengelevels.

When dynamic skill level adjustment has been enabled, a participant'sskill level increases for each detected correct answer and decreases foreach detected incorrect answer. That way, when the detected correctanswers exceed the detected incorrect answers by more than the number ofskill levels per challenge level (here, 5 levels), the challenges becomemore difficult. This adjustment intends to even out the level of playbetween participants as the game progresses. Skill continuum 801 showsan initial skill level for a game participant. By convention, thisinitial level is set to a middle value within the challenge level thatwas initially indicated by the participant or selected automatically bythe game. In this example, the easy challenge level corresponds to“cadet;” the medium challenge level to “captain,” and the hard challengelevel to “commander.” Skill continuum 802 shows an automatic adjustmentof the participant's skill level increased by 3 levels from the initialskill level shown in skill continuum 801. Similarly, skill continuum 803shows an automatic adjustment of the participant's skill level decreasedby 2 levels from the prior adjustment in continuum 802.

One skilled in the art will recognize that there exist other techniquesfor implementing automatic adjustment of the skill levels, such asvarying the number of skill levels jumped for each challenge, makingnon-linear adjustments for time-in-the game, etc., and such variancesare contemplated for use with the DCLA. For example, the game mayimplement a scheme that automatically increases a participant'schallenge level when 3 challenges have been answered correctly andautomatically decreases the participant's challenge level when 2challenges have been answered incorrectly. To implement this tactic, thegame sets the skill level index (0-14) at an appropriate positionaccordingly and/or changes the number of bits per challenge levelaccordingly. For some schemes, the game may cause the index to jumpnon-linearly when a new challenge level is set.

All of the above U.S. patents, U.S. patent application publications,U.S. patent applications, foreign patents, foreign patent applicationsand non-patent publications referred to in this specification and/orlisted in the Application Data Sheet, including but not limited to U.S.Provisional Patent Application No. 60/486,672, entitled “METHOD ANDSYSTEM FOR AUTOMATIC HANDICAPPING IN ELECTRONIC GAMING ENVIRONMENTS,”filed Jul. 11, 2003, U.S. Provisional Application No. 60/577,446,entitled “DVD GAME ARCHITECTURE, filed Jun. 4, 2004, are incorporatedherein by reference, in their entirety.

From the foregoing it will be appreciated that, although specificembodiments of the invention have been described herein for purposes ofillustration, various modifications may be made without deviating fromthe spirit and scope of the invention. For example, one skilled in theart will recognize that the methods and systems for performing automaticpresentation of game content based upon dynamically adjusted individualskill levels discussed herein are applicable to other architecturesother than a other than a game console based or PC workstation basedarchitecture or a DVD platform. For example, any environment in whichthe game can be downloaded to memory and game flow influenced byskill-level adjustments can be used. One skilled in the art will alsorecognize that the methods and systems discussed herein are applicableto differing protocols, communication media (optical, wireless, cable,etc.) and devices, such as wireless handsets, electronic organizers,personal digital assistants, portable email machines, game machines,pagers, navigation devices such as GPS receivers, etc.

1. An electronically-implemented method in an electronic game playedbetween a plurality of participants, each participant having anassociated skill level index, the game comprising a plurality ofchallenges presented to the participants in a plurality of turns,comprising: for each turn of each participant, automatically selecting anext challenge based upon a skill level index associated with theparticipant; presenting the selected next challenge; determining aresponse to the presented challenge; dynamically adjusting the skilllevel index associated with the participant based upon a result of thedetermined response, the adjusted skill level index used for a next turnof the participant, thereby automatically managing competitive playbetween the participants.
 2. The method of claim 1, further comprising:determining an initial value for the skill level index associated witheach participant.
 3. The method of claim 2 wherein the initial value isat least one of age-based, knowledge-based, or skill-based.
 4. Themethod of claim 2 wherein the determining the initial skill level indexcomprises: automatically determining an initial skill level indexassociated with each participant based upon at least one of (a) queryingeach participant for age-related, skill-related or knowledge-relatedcriteria; or (b) presenting at least one sample challenge indicative ofskill level.
 5. The method of claim 4 wherein the age-related,skill-related or knowledge-related criteria comprises at least one ofage, age group, or grade level.
 6. The method of claim 2 wherein thedetermining the initial skill level index comprises: determining aninitial skill level index associated with each participant by retrievinga manually entered indication of skill level from each participant. 7.The method of claim 1 wherein dynamically adjusting the skill levelindex associated with the participant based upon the result of thedetermined response comprises: dynamically adjusting the skill levelindex associated with the participant based upon correctness of thedetermined response.
 8. The method of claim 7 wherein the skill levelindex is increased for a correct response and decreased for an incorrectresponse.
 9. The method of claim 1 wherein dynamically adjusting theskill level index associated with the participant based upon the resultof the determined response comprises: dynamically adjusting the skilllevel index associated with the participant by different amounts basedupon a current value of the skill level index.
 10. The method of claim 1wherein dynamically adjusting the skill level index associated with theparticipant based upon the result of the determined response comprises:dynamically adjusting the skill level index associated with theparticipant a first amount when the determined response is correct and asecond amount when the determined response is incorrect, the firstamount not equal to the second amount.
 11. The method of claim 1 whereinthe challenges are grouped into challenge level groups, and theautomatically selecting the next challenge based upon the skill levelindex associated with the participant comprises: determining a challengelevel from the skill level index associated with the participant; andselecting a next challenge from a challenge level group that correspondsto the determined challenge level.
 12. The method of claim 11 whereinthe determined challenge level is one of three challenge levels andchallenges are grouped by difficulty into each challenge level.
 13. Themethod of claim 11 wherein the challenge level groups are based uponage, knowledge, or skill.
 14. The method of claim 1 wherein theelectronic game is a question and answer based game.
 15. The method ofclaim 1 wherein the electronic game is at least one of a trivia-basedgame, a word game, a puzzle, a time-based question and answer game, or amultiple-choice question and answer game.
 16. The method of claim 1performed by a DVD player, a personal computer, a networked computersystem, or a game console.
 17. The method of claim 1 wherein presentingthe selected next challenge presents the next challenge using at leastone of text, video clips, audio clips, still images, graphics, oranimations.
 18. A memory medium containing instructions for controllinga computer processor to perform a game played between a plurality ofparticipants, each participant having an associated skill level index,the game comprising a plurality of challenges presented to theparticipants in a plurality of turns, by: for each turn of eachparticipant, automatically selecting a next challenge based upon a skilllevel index associated with the participant; sending instructions topresent the selected next challenge to a display device; determining aresponse to the presented challenge; dynamically adjusting the skilllevel index associated with the participant based upon a result of thedetermined response, the adjusted skill level index used for a next turnof the participant, thereby automatically managing competitive playbetween the participants.
 19. The memory medium of claim 18, furthercomprising instructions that control the computer processor by:determining an initial value for the skill level index associated witheach participant.
 20. The memory medium of claim 19 wherein the initialvalue is at least one of age-based, knowledge-based, or skill-based. 21.The memory medium of claim 19 wherein the determining the initial skilllevel index determines an initial skill level index associated with eachparticipant based upon at least one of (a) querying each participant forage-related, skill-related or knowledge-related criteria; or (b)presenting at least one sample challenge indicative of skill level. 22.The memory medium of claim 19 wherein the determining the initial skilllevel index determines an initial skill level index associated with eachparticipant by retrieving a manually entered indication of skill levelfrom each participant.
 23. The memory medium of claim 18 whereindynamically adjusting the skill level index associated with theparticipant modifies the skill level index based upon correctness of thedetermined response.
 24. The memory medium of claim 23 wherein the skilllevel index is increased for a correct response and decreased for anincorrect response.
 25. The memory medium of claim 18 wherein the skilllevel index associated with the participant is modified in non-linearincrements.
 26. The memory medium of claim 18 wherein dynamicallyadjusting the skill level index associated with the participant modifiesthe skill level index by a first amount when the determined response iscorrect and by a second amount when the determined response isincorrect, the first amount having a different value than the secondamount.
 27. The memory medium of claim 18 wherein the challenges aregrouped into challenge level groups, and automatically selecting thenext challenge based upon the skill level index associated with theparticipant comprises: determining a challenge level from the skilllevel index associated with the participant; and selecting a nextchallenge from a challenge level group that corresponds to thedetermined challenge level.
 28. The memory medium of claim 27 whereinthe challenge level groups are based upon age, knowledge, or skill. 29.The memory medium of claim 18 wherein the electronic game is at leastone of a question and answer based game, a trivia-based game, a wordgame, a puzzle, a time-based question and answer game, or amultiple-choice question and answer game.
 30. The memory medium of claim18 used for controlling a computer processor in a DVD player, a personalcomputer, a networked computer system, or a game console.
 31. The memorymedium of claim 18 wherein the next challenge is presented using atleast one of text, video clips, audio clips, still images, graphics, oranimations.
 32. An electronic game engine for providing a game playedbetween a plurality of participants, each participant having anassociated skill level index, the game comprising a plurality ofchallenges presented to the participants in a plurality of turns,comprising: dynamic level adjuster that is structured to retrieve askill level index associated with a designated participant; modify theretrieved skill level index based upon a response to a presentedchallenge; and store the modified skill level index as the skill levelindex associated with the designated participant; and game flow logicmodule structured to progress the game between participants by, for eachparticipant turn, retrieving a skill level index associated with theparticipant; automatically selecting a next challenge based upon theretrieved skill level index associated with the participant; presentingthe selected next challenge; determining a response to the presentedchallenge; and invoking the dynamic level adjuster with the determinedresponse to adjust the skill level index associated with the participantfor a next turn of the participant.
 33. The engine of claim 32, furthercomprising: skill level assessment module that is structured todetermine an initial value for the skill level index associated witheach participant.
 34. The engine of claim 33 wherein the initial valueis at least one of age-based, knowledge-based, or skill-based.
 35. Theengine of claim 33 wherein the assessment module automaticallydetermines the initial skill level index associated with eachparticipant based upon at least one of (a) querying each participant forage-related, skill-related or knowledge-related criteria; or (b)presenting at least one sample challenge indicative of skill level. 36.The engine of claim 33 wherein the assessment module determines theinitial skill level index by retrieving a manually entered indication ofskill level from each participant.
 37. The engine of claim 32 whereinthe dynamic level adjuster modifies the skill level index associatedwith the designated participant based upon correctness of the determinedresponse.
 38. The engine of claim 37 wherein the skill level index isincreased for a correct response and decreased for an incorrectresponse.
 39. The engine of claim 32 wherein the skill level index ismodified by different amounts based upon a current value of the skilllevel index.
 40. The engine of claim 32 wherein the skill level index ismodified by different amounts depending upon whether the determinedresponse is correct or incorrect.
 41. The engine of claim 32 wherein thechallenges are grouped into challenge level groups and the game flowlogic module selects the next challenge from one of the challenge levelgroups based upon the retrieved skill level index.
 42. The engine ofclaim 41 wherein the challenge level groups are based upon age,knowledge, or skill.
 43. The engine of claim 32 wherein the electronicgame is at least one of a question and answer based game a trivia-basedgame, a word game, a puzzle, a time-based question and answer game, or amultiple-choice question and answer game.
 44. The engine of claim 32executed by a DVD player, a personal computer, a networked computersystem, or a game console.
 45. The engine of claim 32 wherein challengesare presented using at least one of text, video clips, audio clips,still images, graphics, or animations.
 46. A DVD-like medium containinginstructions that control a processor in a DVD-like player to perform aninteractive electronic game with a plurality of participants, the gamebeing presented on a display device associated with the DVD-like player,by: (a) determining a next current participant from the plurality ofparticipants; (b) retrieving a skill level associated with the currentparticipant; (c) automatically selecting a next challenge for thecurrent participant based upon the retrieved skill level; (d) presentingthe next challenge and determining the result; (e) based upon thedetermined result, automatically adjusting the skill level associatedwith the current participant and storing the adjusted skill level; and(f) repeating instructions (a)-(e) until the game is determined to becompleted.
 47. The memory medium of claim 46, further containinginstructions that control a computer processor by determining andstoring an initial skill value for each participant.
 48. The memorymedium of claim 46 wherein the determining the initial skill value foreach participant is performed automatically by querying the user forage-related, knowledge-related, or experience-related criteria, or bypresenting at least one sample challenge indicative of skill level anddetermining a response thereto.
 49. The memory medium of claim 46wherein the determining the initial skill value for each participant isdetermined by receiving an initial skill value entered by eachparticipant.
 50. The memory medium of claim 46 wherein dynamicallyadjusting the skill level index associated with the participant basedupon the result of the determined response comprises: dynamicallyadjusting the skill level index associated with the participant basedupon correctness of the determined response.
 51. The memory medium ofclaim 50 wherein the skill level index is increased for a correctresponse and decreased for an incorrect response.
 52. The memory mediumof claim 46 wherein dynamically adjusting the skill level indexassociated with the participant based upon the result of the determinedresponse comprises: dynamically adjusting the skill level indexassociated with the participant by a non-linear amount.
 53. The memorymedium of claim 46 wherein dynamically adjusting the skill level indexassociated with the participant based upon the result of the determinedresponse comprises: dynamically adjusting the skill level indexassociated with the participant a first amount when the determinedresponse is correct and a second amount when the determined response isincorrect, the first amount not equal to the second amount.
 54. Thememory medium of claim 46 wherein the electronic game is at least one ofa trivia-based game, a word game, a puzzle, a question and answer game,a time-based question and answer game, or a multiple-choice question andanswer game.
 55. The memory medium of claim 46 wherein the presentedchallenge is at least one of a multiple-choice question, a time limitedchallenge, or a true/false challenge.